The strifeborn ravager is an elemental spirit corrupted and driven mad by the death and destruction of large-scale battle. Already impressive in size, truly gigantic specimens could exist if the battle that spawned it were expansive enough.
In the center of a great saltwater sea floats an island necropolis: a city of twisting catacombs, looming mausoleums, and sprawling graveyards rivaling in size the capitol city of the empire itself. It is from this nether citadel that the arch-lich lays his schemes, forever plotting to overrun the shores of civilization with his hordes of ravenous dead.
Though the arch-lich commands vast legions with which to launch campaigns, the spearhead of his assaults are, without exception, the lich-touched siege kraken monumentbringers, undead engines of destruction that shamble from the water to lay waste to coastal settlements. The spiderlike creeping advance of these monstrosities is inexorable, their march leaving behind only blighted monoliths ringed with slime-choked ruins and shattered skeletons.
From her obex beneath the rotting corpse of the First Titan, a goddess known as Mother Pestilence rules over an endless dust bowl that once was an azure sea teeming with fish the size of carriages. For centuries, the civilizations along the edge of her wasteland have offered Mother Pestilence tribute–the surplus of their harvest–as a show of humility before the ever-present threat of scarcity, disease, and hunger.
Every few decades, a society decides to buck superstition and turn its back on Mother Pestilence. Instead of humbling themselves and rendering unto her an offering, they choose to gorge on their surplus, flaunting the efficacy of their sprawling cage farms and intricately dug irrigation canals. These societies often do not last, as Mother Pestilence sends her daughters, the hands of drought and famine, to remind them of how precious game, livestock, and water truly are. Within weeks, these impious outposts are reduced to a cluster of abandoned temples, empty bazaars, toppled monuments, and piles of the cannibalized dead.
For various reasons, some monsters from the Midgard Campaign Setting didn’t make it into the Midgard Bestiary: 13th Age Compatible Edition. One of these was the deadly dragonleaf tree, cultivated in the Mharoti Empire. Here are five of these exotic enemies to spring on your unsuspecting players, complete with nastier specials and magic items.
Standard dragonleaf tree abilities: All dragonleaf trees have the following 2 abilities:
Rooted: A dragonleaf tree is immobile in combat, but can shift position slowly when out of combat.
Long-limbed: As a quick action, the dragonleaf tree can engage a nearby enemy and cannot be intercepted.
Breath attacks: Each dragonleaf tree has its own style of breath attack that mimics the breath weapon of its associated dragon. Unlike most close attacks that target a number of enemies, it doesn’t matter whether or not the targets are in a group: a dragonleaf tree’s breath weapon emanates from the entire tree.
All heroes need foes to vanquish. Myths from a variety of ancient cultures involve people overcoming great odds to save their loved ones, to fight against the whims of gods, and to defeat the minions of those gods. This article introduces foes from classic tales of Greek mythology to Green Ronin’s Dragon Age system. Some will seem familiar. Some will have a different twist than you may have seen previously in other fantasy roleplaying games. They can be used as is for many campaign settings or you can re-skin them for use in Thedas.
I have tried to keep to the classical characteristics of the monsters described below as opposed to regurgitate characteristics shown in other roleplaying games. However, the recorded myths involving these monsters vary, and in some cases I have taken some poetic license in combining or leaving out some of the characteristics from myth.
The phoenix awaits you beyond the jump.